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Gamifying Challenge-Based Learning with Climate Change

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HBGCC - Posters, Table 11

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Session description

Engage students more in challenge-based learning through gamification and build their efficacy on climate change. Learn about the research about games made for environmental issues. Hear from instructional technology leaders about their experience. Test an exemplar resource yourself and get everything you need to implement your plan next year.

Outline

We will review the research from United Nations Environment Programme’s on how video games can deliver for environmental education for about 15 mins.
In the next 10 mins, we’ll introduce an example technology - League for Green Leaders, and highlight the engagement students will get and the simulations that can help students with their investigation.
Hear from Alfredo and his experience and observation when he implemented the League program, get the practical tips from him on implementing the challenge-based learning. About 20 mins.
Invite the group to write down their high level ideas on implementing their challenge-based projects next year. Open the floor to questions and discussions for 15 mins
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We will review the research from United Nations Environment Programme’s on how video games can deliver for environmental education.
In the next few minutes, we’ll introduce an example technology - League for Green Leaders, and highlight the engagement students will get and the simulations that can help students with their investigation.
After that, we will hear from Mike Farley from University of Toronto Schools and Tammie Schrader from Washington ESD 101, learn about their experience and observation with the League program, get practical tips from them on implementing game base learning on climate change.
Participants will join groups and put on the student’s hat to experience a mini League competition. We will wrap up the presentation with questions and discussions.

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Supporting research

Climate change: Young people very worried - survey
https://www.bbc.com/news/world-58549373

UNEP report: Playing for the Environment - How video games can deliver for people and the environment
https://gridarendal-website-live.s3.amazonaws.com/production/documents/:s_document/506/original/gamingpub2019.pdf?1569241220

The role of climate change education on individual lifetime carbon emissions
https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0206266

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Presenters

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President
Springbay Studio Ltd.
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Bolsa Grande High School

Session specifications

Topic:

Project-, Problem- and Challenge-Based Learning

TLP:

Yes

Grade level:

PK-12

Audience:

Curriculum Designer/Director, Librarian, Technology Coach/Trainer

Attendee devices:

Devices required

Attendee device specification:

Laptop: Chromebook, Mac, PC

Subject area:

Interdisciplinary (STEM/STEAM), Social Studies or History

ISTE Standards:

For Students:
Empowered Learner
  • Use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
Knowledge Constructor
  • Build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Global Collaborator
  • Explore local and global issues and use collaborative technologies to work with others to investigate solutions.

TLPs:

Connect learning to learner, Ignite Agency

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session